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535 B
GLSL
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#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
// Input :
uniform sampler2D EW_texID;
varying vec2 f_texcoord;
varying vec4 f_color;
void main(void) {
vec4 tmpcolor = texture2D(EW_texID, f_texcoord);
vec4 outColor = vec4(0,0,0,0);
// compare distance with 0.5 that represent the middle ...
if (tmpcolor[3]>0.5) {
outColor = f_color;
outColor[3] = 1.0;
} else if (tmpcolor[3]>0.49) {
// antialiasing :
outColor = f_color;
outColor[3] = (tmpcolor[3]-0.49)*1.0/0.02;
}
gl_FragColor = outColor;
}